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FXAA, MSAA and TXAA

Knoxx29

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What do you mean?
The AA in DOOM is the best I have experienced in a game except the SSAAx8 which is still the best ever exists but kills all your performance.

I agree with you about it and of course in DOOM is pretty Wow but what i meant is that there are some AA that combined are almost that good as TSSAA, in my case what i need is best picture quality and the
minimal performance impact.

TSSAA creates the best image quality but at the same time a huge impact performance.
 
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Most superior AA method before SSAA and shader based is CSAA, 32xCSAA however is massively taxing depending on the game.

BFBC2 supports it natively if you own an Nvidia GPU, so try it out, you will notice how superior it is.

SSAA by far and large is the best method but that's even more computationally hard to run.
 
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SMAA has almost no effect on textures. In fact, with SweetFX I was able to reverse it to such degree textures actually looked subtly sharper than original (you can nicely switch it on/off on the fly during gaming). If the games used SMAA with depth buffer which is not available in most cases for post processing as injector, then you can get even better results since algorithm is actually aware where polygons are located and knows where are the actual edges.
 
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Yes I agree SMAA is the best method imo very little blur with amazing jaggie reduction with a tiny performance impact.

I found TXAA to blur on the extreme but I haven't seen small lines (ex. power line wires, fences, etc) look so good with any other AA method.
 
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Hi lads.

Quick question.

Is it necessary to use all three AA, FXAA, MSAA and TXAA at the same time?

Some people say that if you use TXAA there's no need to use MSAA and if you keep it on should be set at ×2.
TXAA is like a mix of MSAA and FXAA, it depends if you like it or not. MSAA is really good but eats a whole lot of performance, also doesn't sharpen everything, that's why you can use MSAA + FXAA together, that way everything is sharpened (I use 2x MSAA + FXAA in GTA Online for example, looks great and performance decrease is okay too). Never mix TXAA + FXAA, it's useless. SSAA is essentially like increasing the resolution, performance decreases a lot, but looks the best. DSR works like that too but eats less performance and looks a tad worse compared to it. I use it a lot in Payday 2 and it looks great though (with 25% filter setting in NV config). There's one more: MFAA. It works like MSAA but eats a whole lot less performance, so arguably one of the best AA techniques.

PS. If you don't know: FXAA is a post filter that's somewhat blurry, it "sharpens" graphics by making them a bit blurrier - but the performance hit is zero compared to the others. That's the great thing about it and the reason why it's often the only AA available in modern games.
 
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I never understood the point of using MSAA+FXAA (or any other post process AA). Post process algorithms are designed to detect jagged edges. If you smooth them with MSAA, post process algorithms will have a lot harder job finding what's jagged and what isn't if it's already smoothed out.

If you want to enhance MSAA, use MFAA or other Multisampling enhancements that improve MSAA sampling with decreased performance hit for the given end result. Only thing I hate is the fact you can't know if MFAA is working or not. Supposedly it has to be designed for each game specifically, but then NVIDIA released they support virtually all games and then you just can't be sure.
 
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Because just MSAA leaved some edges and can't smooth some effects. Msaa+FXAA looks just better. But that's certainly not true for every game, GTA O is just a good example for it.

I don't have MFAA it's just for maxwell/Pascal. And it's easily recognizable because your fps are a good amount higher while sporting same image quality as 4x Msaa (Mfaa 2x = 4x msaa).
 
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As @Kanan wrote, it really depends on game. Arma series just begging for x8 MSAA + FXAA/SMAA. Same for Left4Dead, CSGO, BF3/4.
 
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The games that need AA more are those where you have loads of foliage or long distances, makes a huge difference getting rid of the ugly edges.
 
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FXAA is only good for fast paced games where you don't have time to admire sharp textures. For slow games, nope. It just makes everything too blurry and soft.
 
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The games that need AA more are those where you have loads of foliage or long distances, makes a huge difference getting rid of the ugly edges.

Game brightness also affects how visible are aliased edges. For example, in Killing Floor 2 which is very dark in general, you'll only see jaggies on bright objects. Those shaded sort of just blend the edges into the scene, making them almost invisible. And this has been happening since we got realtime shadows, sort of since Doom 3...
 

Knoxx29

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TXAA is like a mix of MSAA and FXAA, it depends if you like it or not. MSAA is really good but eats a whole lot of performance, also doesn't sharpen everything, that's why you can use MSAA + FXAA together, that way everything is sharpened (I use 2x MSAA + FXAA in GTA Online for example, looks great and performance decrease is okay too). Never mix TXAA + FXAA, it's useless. SSAA is essentially like increasing the resolution, performance decreases a lot, but looks the best. DSR works like that too but eats less performance and looks a tad worse compared to it. I use it a lot in Payday 2 and it looks great though (with 25% filter setting in NV config). There's one more: MFAA. It works like MSAA but eats a whole lot less performance, so arguably one of the best AA techniques.

PS. If you don't know: FXAA is a post filter that's somewhat blurry, it "sharpens" graphics by making them a bit blurrier - but the performance hit is zero compared to the others. That's the great thing about it and the reason why it's often the only AA available in modern games.
And what about MFAA + TXAA or MFAA + MSAA?

I don't have the MFAA x2 x4 x6 x8 option i can just enable it in NCP.
 
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And what about MFAA + TXAA or MFAA + MSAA?

I don't have the MFAA x2 x4 x6 x8 option i can just enable it in NCP.

I just can't shake the thought of 'MotherFucking AA' with MFAA

I guess its just me.
 
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Knoxx29

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I use MSAA but not DSR because I have a 4k TV..
It does not make things look blurry though imo. On my brothers 80" 1080p, 3k DSR looks amazing in comparison.

MSAA is a cheap SSAA basically but it looks great and helps a lot. Again depending on the screen size and resolution, you may not need it at all. The smaller the screen, at high res, the less you will need AA.
FXAA is a cheap aliasing method, that imo tends to just make things darker. I don't like it.
SSAA is tops but depending on your resolution, it's overkill and a big performance hit.

1080p may benefit from SSAA but 3k and 4k will not. 3k and 4k sometimes don't need any AA depending on the screen size.
On my 50" I play in 3k and 4k.. I only use MSAA at 2x, max.
 

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Again depending on the screen size and resolution,

ROG Swift PG278Q Gaming Monitor - 27'' 2K WQHD (2560 x 1440), 1ms, up to 144Hz, G-SYNC™.

What would you suggest?
 
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Seriously dude, with that avatar, I cannot ever take you seriously :))))))

Maybe Recon-UK needs an avatar that is a little more serious. Like this


 

Knoxx29

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SMAA actually has slightly higher performance hit than FXAA, but doesn't affect textures or text much and doesn't cause MLAA's corner rounding (which is the reason which ruins text). Which is why it's so baffling no one uses SMAA. Why not?! Performance hit is smaller than 2x MSAA while delivering like 16x anti-aliasing in most cases. Rarely it fails to smooth things, usually if scenes are very bright as whole.

I'd gladly see FXAA being replaced with SMAA in NVIDIA Control Panel.
I will agree. I have used SweetFX with SMAA in it. It really makes a game look nice without blurring it.
Though, most favorite thing to do with SweetFX is to tinker with its settings to change the looks of a game or make it pop out more depending on what I am aiming for.

Though, downsampling + SweetFX is my favorite method.
Some of the few old pics with SweetFX and either downsampling or SMAA on the game. Depending on what I was aiming for.
I tend to do this to games I have easily beaten, and just want to see how I can change the looks and atmosphere of the game.
4241f0a1_Darksiders2_SweetFX_4xMultisample6.jpeg

c426e309_Darksiders2_SweetFX_CC13.jpeg

473ecae5_TombRaiderSweetFX04web.jpeg

d6dd5d6b_dearesther2013-05-3004-46-25-49.jpeg

But that would probably stress a system out since during those I was not aiming for playable, and more for an artistic approach.

Though, SMAA by itself on a low setting would still do a very nice job.
 
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Amazing how complicated antialiasing still is ..if nothing else because all of the old legacy features (that were confusing back in the day) are still floating about.

My favorite has been TAA from Nvidia - powerful and low performance impact. I also like the slight blur it adds when in motion, it's like a cost free motion blur without it being over done.
SMAA is the most widely applicable and can be customized however it does affect finer things like text (warps or blurs it) and it has to be injected, which is not for everyone
FXAA is too blury
MSAAA 8x still takes a lot of horsepower, 4x is ok as a compromise


Other mentionables

SSAA - 'anti-shimmer' AA - performance hit, good quality
MLAA/and Nvidia's variant - low performance impact, questionable quality - blurry
Transparency AA - Does this even work anymore?
 
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TXAA/MSAA/SMAA/FXAA/MLAA modes are post-process fiters that have to roughly figure out where edges are with various edge detection algorithms. Because of that, they are significantly cheaper, but less accurate and may soften image if they misdetect edges location and filter a non edge "surface". Or they simply use very primitive technique which almost has no performance hit, but makes image blurry as whole (FXAA for example).

You are bunching all these techniques together, but in fact TXAA/MSAA are much different than SMAA/FXAA/MLAA ... and they all use some form of edge detection (to be as cheap as possible) only super sampling schemes don't, and now I want to write a wall of text.

SSAA is super sampling algorithm, everything is rendered in higher res and then down sampled using reconstruction filter ... DSR is very similar but only in effect - it doesn't scale with powers of two like SSAA, its scaling factor is float so it has to use gauss filter when downsampling instead.

MSAA is a multi sampling algorithm (trying to produce effects of supersampling from the other end), everything is rendered at same res and only pixels that are near the edges of the geometry (because optimization) get multiply sampled (pixel + number of surrounding pixels in a pattern) as subpixels from imaginary supersized image that was never actually rendered. Algorithm is complex, eats VRAM because you gotta save all those subpixels per each pixel, because you wanna handle overdraw correctly (rendering pixel on pixel) and know which subpixel from which original pixel to take into account based on z buffer. Nevertheless, this still misses all aliasing on semi-transparent textured polygons (for example tree leaves and flags with torn edges which both use alpha channel and are done in texture space).

This was fixed in DX9 era in forward rendering engines with Transparency MSAA which is the same algorithm running beside regular MSAA but done whenever sampling each transparent texture in any shader (also only on pixels close to transparent-nontransparent transition in texture space - hence "alpha to coverage" name). We also have a super sampling variant of transparency anti aliasing, everything is the same only SSAA is used when sampling each transparent texture in any shader. Sparse grid variants use different patterns for reconstruction filter that try to have same effect with less samples.

Trouble is MSAA only works properly out-of-the-box on forward rendering technique. Massively more popular and more optimal deferred rendering compose each frame through layers (like in photoshop) and each layer is rendered by shader in screen space (still doing geometry part of the pipeline once) and because that transparency is done differently. To use hardware accelerated MSAA in deferred renderer is tricky (MSAA is too much embedded in the rasterization pipeline - it changes how ROPs work and can't be switched on/off whenever during the frame), and to be careful not to use it unnecessary number of times for same pixel is PITA for devs ... you can technically do it, DX10 and higher allows it with programmable pipeline, but nobody does it except rockstar and crytek.

TXAA is actually regular MSAA plus temporal AA done in screen space in post processing pass. Trouble is devs a) don't know how to "tame" the performance hit of msaa in deferred engines b) can't be bothered to tweak some parameters in temporal post process part (overdriven gauss filter has to be somewhere in there).

SMAA is done in screen space in post processing pass and it's really smaa...art because it's sub-pixel morphological aa ... it has pre-programmed mapping how to resolve different types of features (tiny blocks of several pixels) ... so the subpixel msaa-like logic is pre-calculated through feature mapping stored directly in the shader code. Brilliantly. I also don't understand why it isn't used more. Crysis 3 has it. Probably Star Citizen also because of the crytek engine.

SMAA T1 and T2 are temporal variants, much heavier but without shimmering when still, however with ghosting when moving.

FXAA is fast and approximate also done in screen space in post processing pass.

MLAA is also aproximate also prost processing but with temporal aa which doesn't handle well shimmering when still and ghosting when moving.
 
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